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#ifndef QOPENGLPAINTENGINE_P_H
#define QOPENGLPAINTENGINE_P_H
//
// W A R N I N G
// -------------
//
// This file is not part of the Qt API. It exists purely as an
// implementation detail. This header file may change from version to
// version without notice, or even be removed.
//
// We mean it.
//
#include <QtGui/private/qtguiglobal_p.h>
#include <QDebug>
#include <qopenglpaintdevice.h>
#include <private/qpaintengineex_p.h>
#include <private/qopenglengineshadermanager_p.h>
#include <private/qopengl2pexvertexarray_p.h>
#include <private/qfontengine_p.h>
#include <private/qdatabuffer_p.h>
#include <private/qtriangulatingstroker_p.h>
#include <private/qopenglextensions_p.h>
#include <QOpenGLVertexArrayObject>
#include <QOpenGLBuffer>
enum EngineMode {
ImageDrawingMode,
TextDrawingMode,
BrushDrawingMode,
ImageArrayDrawingMode,
ImageOpacityArrayDrawingMode
};
QT_BEGIN_NAMESPACE
#define GL_STENCIL_HIGH_BIT GLuint(0x80)
#define QT_UNKNOWN_TEXTURE_UNIT GLuint(-1)
#define QT_DEFAULT_TEXTURE_UNIT GLuint(0)
#define QT_BRUSH_TEXTURE_UNIT GLuint(0)
#define QT_IMAGE_TEXTURE_UNIT GLuint(0) //Can be the same as brush texture unit
#define QT_MASK_TEXTURE_UNIT GLuint(1)
#define QT_BACKGROUND_TEXTURE_UNIT GLuint(2)
class QOpenGL2PaintEngineExPrivate;
class QOpenGL2PaintEngineState : public QPainterState
{
public:
QOpenGL2PaintEngineState(QOpenGL2PaintEngineState &other);
QOpenGL2PaintEngineState();
~QOpenGL2PaintEngineState();
uint isNew : 1;
uint needsClipBufferClear : 1;
uint clipTestEnabled : 1;
uint canRestoreClip : 1;
uint matrixChanged : 1;
uint compositionModeChanged : 1;
uint opacityChanged : 1;
uint renderHintsChanged : 1;
uint clipChanged : 1;
uint currentClip : 8;
QRect rectangleClip;
};
class Q_GUI_EXPORT QOpenGL2PaintEngineEx : public QPaintEngineEx
{
Q_DECLARE_PRIVATE(QOpenGL2PaintEngineEx)
public:
QOpenGL2PaintEngineEx();
~QOpenGL2PaintEngineEx();
bool begin(QPaintDevice *device) override;
void ensureActive();
bool end() override;
virtual void clipEnabledChanged() override;
virtual void penChanged() override;
virtual void brushChanged() override;
virtual void brushOriginChanged() override;
virtual void opacityChanged() override;
virtual void compositionModeChanged() override;
virtual void renderHintsChanged() override;
virtual void transformChanged() override;
virtual void drawPixmap(const QRectF &r, const QPixmap &pm, const QRectF &sr) override;
virtual void drawPixmapFragments(const QPainter::PixmapFragment *fragments, int fragmentCount, const QPixmap &pixmap,
QPainter::PixmapFragmentHints hints) override;
virtual void drawImage(const QRectF &r, const QImage &pm, const QRectF &sr,
Qt::ImageConversionFlags flags = Qt::AutoColor) override;
virtual void drawTextItem(const QPointF &p, const QTextItem &textItem) override;
virtual void fill(const QVectorPath &path, const QBrush &brush) override;
virtual void stroke(const QVectorPath &path, const QPen &pen) override;
virtual void clip(const QVectorPath &path, Qt::ClipOperation op) override;
virtual void drawStaticTextItem(QStaticTextItem *textItem) override;
bool drawTexture(const QRectF &r, GLuint textureId, const QSize &size, const QRectF &sr);
Type type() const override { return OpenGL2; }
virtual void setState(QPainterState *s) override;
virtual QPainterState *createState(QPainterState *orig) const override;
inline QOpenGL2PaintEngineState *state() {
return static_cast<QOpenGL2PaintEngineState *>(QPaintEngineEx::state());
}
inline const QOpenGL2PaintEngineState *state() const {
return static_cast<const QOpenGL2PaintEngineState *>(QPaintEngineEx::state());
}
void beginNativePainting() override;
void endNativePainting() override;
void invalidateState();
void setRenderTextActive(bool);
bool isNativePaintingActive() const;
bool requiresPretransformedGlyphPositions(QFontEngine *, const QTransform &) const override { return false; }
bool shouldDrawCachedGlyphs(QFontEngine *, const QTransform &) const override;
private:
Q_DISABLE_COPY_MOVE(QOpenGL2PaintEngineEx)
friend class QOpenGLEngineShaderManager;
};
// This probably needs to grow to GL_MAX_VERTEX_ATTRIBS, but 3 is ok for now as that's
// all the GL2 engine uses:
#define QT_GL_VERTEX_ARRAY_TRACKED_COUNT 3
class QOpenGL2PaintEngineExPrivate : public QPaintEngineExPrivate
{
Q_DECLARE_PUBLIC(QOpenGL2PaintEngineEx)
public:
enum StencilFillMode {
OddEvenFillMode,
WindingFillMode,
TriStripStrokeFillMode
};
QOpenGL2PaintEngineExPrivate(QOpenGL2PaintEngineEx *q_ptr) :
q(q_ptr),
shaderManager(nullptr),
width(0), height(0),
ctx(nullptr),
useSystemClip(true),
elementIndicesVBOId(0),
opacityArray(0),
snapToPixelGrid(false),
nativePaintingActive(false),
inverseScale(1),
lastTextureUnitUsed(QT_UNKNOWN_TEXTURE_UNIT),
vertexBuffer(QOpenGLBuffer::VertexBuffer),
texCoordBuffer(QOpenGLBuffer::VertexBuffer),
opacityBuffer(QOpenGLBuffer::VertexBuffer),
indexBuffer(QOpenGLBuffer::IndexBuffer)
{ }
~QOpenGL2PaintEngineExPrivate();
void updateBrushTexture();
void updateBrushUniforms();
void updateMatrix();
void updateCompositionMode();
enum TextureUpdateMode { UpdateIfNeeded, ForceUpdate };
template<typename T>
void updateTexture(GLenum textureUnit, const T &texture, GLenum wrapMode, GLenum filterMode, TextureUpdateMode updateMode = UpdateIfNeeded);
template<typename T>
GLuint bindTexture(const T &texture);
void activateTextureUnit(GLenum textureUnit);
void resetGLState();
// fill, stroke, drawTexture, drawPixmaps & drawCachedGlyphs are the main rendering entry-points,
// however writeClip can also be thought of as en entry point as it does similar things.
void fill(const QVectorPath &path);
void stroke(const QVectorPath &path, const QPen &pen);
void drawTexture(const QOpenGLRect& dest, const QOpenGLRect& src, const QSize &textureSize, bool opaque, bool pattern = false);
void drawPixmapFragments(const QPainter::PixmapFragment *fragments, int fragmentCount, const QPixmap &pixmap,
QPainter::PixmapFragmentHints hints);
void drawCachedGlyphs(QFontEngine::GlyphFormat glyphFormat, QStaticTextItem *staticTextItem);
// Calls glVertexAttributePointer if the pointer has changed
inline void uploadData(unsigned int arrayIndex, const GLfloat *data, GLuint count);
inline bool uploadIndexData(const void *data, GLenum indexValueType, GLuint count);
// draws whatever is in the vertex array:
void drawVertexArrays(const float *data, int *stops, int stopCount, GLenum primitive);
void drawVertexArrays(QOpenGL2PEXVertexArray &vertexArray, GLenum primitive) {
drawVertexArrays((const float *) vertexArray.data(), vertexArray.stops(), vertexArray.stopCount(), primitive);
}
// Composites the bounding rect onto dest buffer:
void composite(const QOpenGLRect& boundingRect);
// Calls drawVertexArrays to render into stencil buffer:
void fillStencilWithVertexArray(const float *data, int count, int *stops, int stopCount, const QOpenGLRect &bounds, StencilFillMode mode);
void fillStencilWithVertexArray(QOpenGL2PEXVertexArray& vertexArray, bool useWindingFill) {
fillStencilWithVertexArray((const float *) vertexArray.data(), 0, vertexArray.stops(), vertexArray.stopCount(),
vertexArray.boundingRect(),
useWindingFill ? WindingFillMode : OddEvenFillMode);
}
void setBrush(const QBrush& brush);
void transferMode(EngineMode newMode);
bool prepareForDraw(bool srcPixelsAreOpaque); // returns true if the program has changed
bool prepareForCachedGlyphDraw(const QFontEngineGlyphCache &cache);
inline void useSimpleShader();
inline GLuint location(const QOpenGLEngineShaderManager::Uniform uniform) {
return shaderManager->getUniformLocation(uniform);
}
void clearClip(uint value);
void writeClip(const QVectorPath &path, uint value);
void resetClipIfNeeded();
void updateClipScissorTest();
void setScissor(const QRect &rect);
void regenerateClip();
void systemStateChanged() override;
void setVertexAttribArrayEnabled(int arrayIndex, bool enabled = true);
void syncGlState();
static QOpenGLEngineShaderManager* shaderManagerForEngine(QOpenGL2PaintEngineEx *engine) { return engine->d_func()->shaderManager; }
static QOpenGL2PaintEngineExPrivate *getData(QOpenGL2PaintEngineEx *engine) { return engine->d_func(); }
static void cleanupVectorPath(QPaintEngineEx *engine, void *data);
QOpenGLExtensions funcs;
QOpenGL2PaintEngineEx* q;
QOpenGLEngineShaderManager* shaderManager;
QOpenGLPaintDevice* device;
int width, height;
QOpenGLContext *ctx;
EngineMode mode;
QFontEngine::GlyphFormat glyphCacheFormat;
bool vertexAttributeArraysEnabledState[QT_GL_VERTEX_ARRAY_TRACKED_COUNT];
// Dirty flags
bool matrixDirty; // Implies matrix uniforms are also dirty
bool compositionModeDirty;
bool brushTextureDirty;
bool brushUniformsDirty;
bool opacityUniformDirty;
bool matrixUniformDirty;
bool stencilClean; // Has the stencil not been used for clipping so far?
bool useSystemClip;
QRegion dirtyStencilRegion;
QRect currentScissorBounds;
uint maxClip;
QBrush currentBrush; // May not be the state's brush!
const QBrush noBrush;
QImage currentBrushImage;
QOpenGL2PEXVertexArray vertexCoordinateArray;
QOpenGL2PEXVertexArray textureCoordinateArray;
QVector<GLushort> elementIndices;
GLuint elementIndicesVBOId;
QDataBuffer<GLfloat> opacityArray;
GLfloat staticVertexCoordinateArray[8];
GLfloat staticTextureCoordinateArray[8];
bool snapToPixelGrid;
bool nativePaintingActive;
GLfloat pmvMatrix[3][3];
GLfloat inverseScale;
GLenum lastTextureUnitUsed;
GLuint lastTextureUsed;
QOpenGLVertexArrayObject vao;
QOpenGLBuffer vertexBuffer;
QOpenGLBuffer texCoordBuffer;
QOpenGLBuffer opacityBuffer;
QOpenGLBuffer indexBuffer;
bool needsSync;
bool multisamplingAlwaysEnabled;
QTriangulatingStroker stroker;
QDashedStrokeProcessor dasher;
QVector<GLuint> unusedVBOSToClean;
QVector<GLuint> unusedIBOSToClean;
const GLfloat *vertexAttribPointers[3];
};
void QOpenGL2PaintEngineExPrivate::uploadData(unsigned int arrayIndex, const GLfloat *data, GLuint count)
{
Q_ASSERT(arrayIndex < 3);
// If a vertex array object is created we have a profile that supports them
// and we will upload the data via a QOpenGLBuffer. Otherwise we will use
// the legacy way of uploading the data via glVertexAttribPointer.
if (vao.isCreated()) {
if (arrayIndex == QT_VERTEX_COORDS_ATTR) {
vertexBuffer.bind();
vertexBuffer.allocate(data, count * sizeof(float));
}
if (arrayIndex == QT_TEXTURE_COORDS_ATTR) {
texCoordBuffer.bind();
texCoordBuffer.allocate(data, count * sizeof(float));
}
if (arrayIndex == QT_OPACITY_ATTR) {
opacityBuffer.bind();
opacityBuffer.allocate(data, count * sizeof(float));
}
if (arrayIndex == QT_OPACITY_ATTR)
funcs.glVertexAttribPointer(arrayIndex, 1, GL_FLOAT, GL_FALSE, 0, nullptr);
else
funcs.glVertexAttribPointer(arrayIndex, 2, GL_FLOAT, GL_FALSE, 0, nullptr);
} else {
// If we already uploaded the data we don't have to do it again
if (data == vertexAttribPointers[arrayIndex])
return;
// Store the data in cache and upload it to the graphics card.
vertexAttribPointers[arrayIndex] = data;
if (arrayIndex == QT_OPACITY_ATTR)
funcs.glVertexAttribPointer(arrayIndex, 1, GL_FLOAT, GL_FALSE, 0, data);
else
funcs.glVertexAttribPointer(arrayIndex, 2, GL_FLOAT, GL_FALSE, 0, data);
}
}
bool QOpenGL2PaintEngineExPrivate::uploadIndexData(const void *data, GLenum indexValueType, GLuint count)
{
// Follow the uploadData() logic: VBOs are used only when VAO support is available.
// Otherwise the legacy client-side pointer path is used.
if (vao.isCreated()) {
Q_ASSERT(indexValueType == GL_UNSIGNED_SHORT || indexValueType == GL_UNSIGNED_INT);
indexBuffer.bind();
indexBuffer.allocate(data, count * (indexValueType == GL_UNSIGNED_SHORT ? sizeof(quint16) : sizeof(quint32)));
return true;
}
return false;
}
QT_END_NAMESPACE
#endif